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Procedural Animation Lecture 8: Particle systems
Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa
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Particle systems Technique for modeling and animating a class of fuzzy objects, such as fire, clouds, and water. Particle systems model such objects as clouds of particles.
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Particle systems Over a period of time, particles are:
generated into the system moved and changed within the system removed from the system
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Particle systems No well-defined surfaces Non-rigid objects Dynamic
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Particle systems Early examples:
"Genesis Effect from Star Trek II: The Wrath of Khan" Particle Dreams" by Karl Sims.
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Particle attributes Each particle has attributes such as:
Initial conditions Initial position -- often supplied by a source geometry, e.g., a point, curve, surface, or volume initial velocity and its variance initial color, transparency, size, shape, and their variances, Life expectancy and its variance Current position, velocity, color, age, etc.
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Per particle/frame In each frame, the position of each particle is computed and updated using: position and velocity of the particle in previous frame acceleration of the particle external forces, e.g., gravity, winds, attractors, drag inter-particle forces collision detection if there are geometries with which particles may collide.
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Per particle/frame Other attributes (e.g., velocity, age, and color) of each particle are updated for each frame When the particle lives larger than its life expectancy, it's killed.
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State dependent For each frame, the system checks the current state of each particle and updates it for the current frame. The state at the new frame depends on what happened in the past. Can update itself properly only in a forward direction. State dependent Genesis Effect from Star Trek II: The Wrath of Khan"
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